"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
/**
 * BezierSpline
 * https://github.com/leszekr/bezier-spline-js
 *
 * @private
 * @copyright
 * Copyright (c) 2013 Leszek Rybicki
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */
var Spline = /** @class */ (function () {
    function Spline(options) {
        this.points = options.points || [];
        this.duration = options.duration || 10000;
        this.sharpness = options.sharpness || 0.85;
        this.centers = [];
        this.controls = [];
        this.stepLength = options.stepLength || 60;
        this.length = this.points.length;
        this.delay = 0;
        // this is to ensure compatibility with the 2d version
        for (var i = 0; i < this.length; i++) {
            this.points[i].z = this.points[i].z || 0;
        }
        for (var i = 0; i < this.length - 1; i++) {
            var p1 = this.points[i];
            var p2 = this.points[i + 1];
            this.centers.push({
                x: (p1.x + p2.x) / 2,
                y: (p1.y + p2.y) / 2,
                z: (p1.z + p2.z) / 2,
            });
        }
        this.controls.push([this.points[0], this.points[0]]);
        for (var i = 0; i < this.centers.length - 1; i++) {
            var dx = this.points[i + 1].x - (this.centers[i].x + this.centers[i + 1].x) / 2;
            var dy = this.points[i + 1].y - (this.centers[i].y + this.centers[i + 1].y) / 2;
            var dz = this.points[i + 1].z - (this.centers[i].z + this.centers[i + 1].z) / 2;
            this.controls.push([
                {
                    x: (1.0 - this.sharpness) * this.points[i + 1].x +
                        this.sharpness * (this.centers[i].x + dx),
                    y: (1.0 - this.sharpness) * this.points[i + 1].y +
                        this.sharpness * (this.centers[i].y + dy),
                    z: (1.0 - this.sharpness) * this.points[i + 1].z +
                        this.sharpness * (this.centers[i].z + dz),
                },
                {
                    x: (1.0 - this.sharpness) * this.points[i + 1].x +
                        this.sharpness * (this.centers[i + 1].x + dx),
                    y: (1.0 - this.sharpness) * this.points[i + 1].y +
                        this.sharpness * (this.centers[i + 1].y + dy),
                    z: (1.0 - this.sharpness) * this.points[i + 1].z +
                        this.sharpness * (this.centers[i + 1].z + dz),
                },
            ]);
        }
        this.controls.push([
            this.points[this.length - 1],
            this.points[this.length - 1],
        ]);
        this.steps = this.cacheSteps(this.stepLength);
        return this;
    }
    /**
     * Caches an array of equidistant (more or less) points on the curve.
     */
    Spline.prototype.cacheSteps = function (mindist) {
        var steps = [];
        var laststep = this.pos(0);
        steps.push(0);
        for (var t = 0; t < this.duration; t += 10) {
            var step = this.pos(t);
            var dist = Math.sqrt((step.x - laststep.x) * (step.x - laststep.x) +
                (step.y - laststep.y) * (step.y - laststep.y) +
                (step.z - laststep.z) * (step.z - laststep.z));
            if (dist > mindist) {
                steps.push(t);
                laststep = step;
            }
        }
        return steps;
    };
    /**
     * returns angle and speed in the given point in the curve
     */
    Spline.prototype.vector = function (t) {
        var p1 = this.pos(t + 10);
        var p2 = this.pos(t - 10);
        return {
            angle: (180 * Math.atan2(p1.y - p2.y, p1.x - p2.x)) / 3.14,
            speed: Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) +
                (p2.y - p1.y) * (p2.y - p1.y) +
                (p2.z - p1.z) * (p2.z - p1.z)),
        };
    };
    /**
     * Gets the position of the point, given time.
     *
     * WARNING: The speed is not constant. The time it takes between control points is constant.
     *
     * For constant speed, use Spline.steps[i];
     */
    Spline.prototype.pos = function (time) {
        var t = time - this.delay;
        if (t < 0) {
            t = 0;
        }
        if (t > this.duration) {
            t = this.duration - 1;
        }
        // t = t-this.delay;
        var t2 = t / this.duration;
        if (t2 >= 1) {
            return this.points[this.length - 1];
        }
        var n = Math.floor((this.points.length - 1) * t2);
        var t1 = (this.length - 1) * t2 - n;
        return bezier(t1, this.points[n], this.controls[n][1], this.controls[n + 1][0], this.points[n + 1]);
    };
    return Spline;
}());
exports.default = Spline;
function bezier(t, p1, c1, c2, p2) {
    var b = B(t);
    var pos = {
        x: p2.x * b[0] + c2.x * b[1] + c1.x * b[2] + p1.x * b[3],
        y: p2.y * b[0] + c2.y * b[1] + c1.y * b[2] + p1.y * b[3],
        z: p2.z * b[0] + c2.z * b[1] + c1.z * b[2] + p1.z * b[3],
    };
    return pos;
}
function B(t) {
    var t2 = t * t;
    var t3 = t2 * t;
    return [
        t3,
        3 * t2 * (1 - t),
        3 * t * (1 - t) * (1 - t),
        (1 - t) * (1 - t) * (1 - t),
    ];
}
